/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/// \addtogroup world
/// @{
/// \file
#ifndef __WEATHER_H
#define __WEATHER_H

#include "Common.h"
#include "SharedDefines.h"
#include "Timer.h"

class Player;

#define WEATHER_SEASONS 4
struct WeatherSeasonChances {
	uint32 rainChance;
	uint32 snowChance;
	uint32 stormChance;
};

struct WeatherData {
	WeatherSeasonChances data[WEATHER_SEASONS];
	uint32 ScriptId;
};

enum WeatherState
{
    WEATHER_STATE_FINE              = 0,
    WEATHER_STATE_LIGHT_RAIN        = 3,
    WEATHER_STATE_MEDIUM_RAIN       = 4,
    WEATHER_STATE_HEAVY_RAIN        = 5,
    WEATHER_STATE_LIGHT_SNOW        = 6,
    WEATHER_STATE_MEDIUM_SNOW       = 7,
    WEATHER_STATE_HEAVY_SNOW        = 8,
    WEATHER_STATE_LIGHT_SANDSTORM   = 22,
    WEATHER_STATE_MEDIUM_SANDSTORM  = 41,
    WEATHER_STATE_HEAVY_SANDSTORM   = 42,
    WEATHER_STATE_THUNDERS          = 86,
    WEATHER_STATE_BLACKRAIN         = 90,
    WEATHER_STATE_BLACKSNOW         = 106,
};

/// Weather for one zone
class Weather {
public:

	Weather(uint32 zone, WeatherData const* weatherChances);
	~Weather() {
	}
	;

	bool Update(uint32 diff);
	bool ReGenerate();
	bool UpdateWeather();

	void SendWeatherUpdateToPlayer(Player *player);
	static void SendFineWeatherUpdateToPlayer(Player *player);
	void SetWeather(WeatherType type, float grade);

	/// For which zone is this weather?
	uint32 GetZone() const {
		return m_zone;
	}
	;
	uint32 GetScriptId() const {
		return m_weatherChances->ScriptId;
	}

private:

	WeatherState GetWeatherState() const;
	uint32 m_zone;
	WeatherType m_type;
	float m_grade;
	IntervalTimer m_timer;
	WeatherData const* m_weatherChances;
};
#endif
